Search found 4098 matches
- Sat Dec 02, 2017 8:22 pm
- Forum: Q&A Discussion
- Topic: How to add layer to map ? (Wine, exe, OHRRPGCE 20170922)
- Replies: 5
- Views: 937
Yes, extracting a tarball (one of the tar.bz2 files) is the best way to run an OHRRPGCE version without installing it system wide. You can also pess Numpad + instead of regular + to add a map layer in the map layers menu. Or if that doesn't work, go into tilemap edit mode and press alt and a number ...
- Sat Dec 02, 2017 9:59 am
- Forum: General Discussion
- Topic: Greetings!
- Replies: 19
- Views: 4007
(Oh, so I read this here. On the RPGC website it was also mentioned that Orchard went back to Indonesia, though it wasn't clear if he disappeared or stopped working on games after that. He's credited for work on Saturated Dreamers, but that's been in production for over 10 years.) In other news, I j...
- Sat Dec 02, 2017 9:14 am
- Forum: Game Discussion
- Topic: OHRRPGCE 20 Year Anniversary!
- Replies: 49
- Views: 10803
Why do you want to use an OPL emulator to convert MIDI to OGG? You want it to sound similar to the original BAMs? There are a number of different OPL2/3 emulators out there, but it seems most of them got forked from a different project. This page lists several of them: https://zdoom.org/wiki/OPL_syn...
- Sat Dec 02, 2017 2:31 am
- Forum: Game Discussion
- Topic: OHRRPGCE 20 Year Anniversary!
- Replies: 49
- Views: 10803
- Fri Dec 01, 2017 4:23 pm
- Forum: Game Discussion
- Topic: Axe Cop
- Replies: 217
- Views: 42309
(Whoops, my first reply attempt got lost) Cool, and another nice minigame. You really have this game packed full of entertaining things. So, how are you going to promote teamwork while using the hero's special abilities? What do you mean by that? I think that it's hard to prevent special abilities f...
- Fri Dec 01, 2017 12:11 pm
- Forum: Game Discussion
- Topic: Let's talk about a stable release: etheldreme
- Replies: 56
- Views: 10292
Looking at the gif, I misunderstood the thing Foxley reported as something new and serious. Actually it's been that way forever. Fixed now.
In the absence of last minute bugs, I guess we'll have to relegate further fixes to Etheldreme+1 :)
Also, you can still make name suggestions for the F release!
In the absence of last minute bugs, I guess we'll have to relegate further fixes to Etheldreme+1 :)
Also, you can still make name suggestions for the F release!
- Fri Dec 01, 2017 12:03 pm
- Forum: Game Discussion
- Topic: Kaiju Big Battel: Fighto Fantasy - Now available
- Replies: 359
- Views: 65894
- Fri Dec 01, 2017 10:56 am
- Forum: Game Discussion
- Topic: OHRRPGCE 20 Year Anniversary!
- Replies: 49
- Views: 10803
Wow, there's an awful lot of data sucked into NESHA.DAT, even your calendar! Is your birthday in mid-February? And hobgoblin day is Jan 18th??? I was just scanning some .rpg files, and found that there's a lot of garbage in the tile animation patterns in old games, including 13 of the animation patt...
- Fri Dec 01, 2017 2:59 am
- Forum: Game Discussion
- Topic: OHRRPGCE 20 Year Anniversary!
- Replies: 49
- Views: 10803
Ah yes, Memoria does contain those global text strings. That seems to prove that it was either originally created even before FUABMXv1, or it was copied from some ancient version of Wandering Hamster. The garbage text in SoJ is somewhat different, that's due to uninitialised data inside existing rec...
- Thu Nov 30, 2017 3:41 pm
- Forum: Game Discussion
- Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
- Replies: 32
- Views: 7211
Cool, is this getting somewhere! Lack of NPC-NPC collision doesn't look terrible; the biggest thing missing is NPC activation. Aside from a command to do zone checking, I guess it might make sense to have one for moving with collision checking too... put probably it should just be a script anyone ca...
- Thu Nov 30, 2017 3:11 pm
- Forum: Game Discussion
- Topic: Let's talk about a stable release: etheldreme
- Replies: 56
- Views: 10292
Indeed, here's some more :) http://tmc.castleparadox.com/pics/walldrawing.gif Notice that to draw/remove whole wall blocks I held down Ctrl. Maybe I should add a setting to control which type of drawing is the default. Hmm, or I could just have two different tools (this one could be called the line ...
- Thu Nov 30, 2017 12:07 pm
- Forum: Game Discussion
- Topic: OHRRPGCE 20 Year Anniversary!
- Replies: 49
- Views: 10803
- Wed Nov 29, 2017 7:07 am
- Forum: Q&A Discussion
- Topic: About In-Game Text
- Replies: 8
- Views: 1534
Let's say you import a second master palette. The command to switch to that master palette is:
If only the UI colours are different, the "update palette" is actually optional.
Code: Select all
plotscript, master palette 2, begin
load palette(1)
update palette
end- Tue Nov 28, 2017 1:51 pm
- Forum: Game Discussion
- Topic: Let's talk about a stable release: etheldreme
- Replies: 56
- Views: 10292
- Tue Nov 28, 2017 1:39 pm
- Forum: Game Discussion
- Topic: Let's talk about a stable release: etheldreme
- Replies: 56
- Views: 10292
I misdocumented the skew keys. It's actually CTRL+SHIFT+arrows. Good catch. It's mostly fine. I've had one problem but I don't think it's anything more than a fluke. One time while testing a game I attempted to exit via that exit button in the upper part of the window, but nothing happened. Tried al...